1. Post #41
    Gold Member
    trotskygrad's Avatar
    June 2011
    8,509 Posts
    - Addons-like system which has already been suggested.
    - Gamemode searching is definitely a plus. Maybe standardized server tags (roleplay, sandbox, etc) - what I've found is that the only way to find roleplay servers is to filter rp_ maps, sandbox gm_ maps - if the server's not got a proper map prefix, the server isn't discovered.
    - Better documentation on differences between singleplayer vs. multiplayer listen servers. There are always issues when I test something in singleplayer mode, and it takes me quite a bit of searching to figure out what's the issue (ie. SWEPs and setting view angles, shared behavior, etc) - this would help tremendously for singleplayer gamemodes
    - More bindings for maps, as suggested. Gamemode hooks for everything that happens in a map (inputs, outputs, something used, etc)
    - Feedback system, so users can comment, kind of like toybox - as well as a built in bug reporter if you're up to it.
    - libmysql and/or mysql support and gm_bass or something similar by default included with gmod.

    That's it off the top of my head.
    yup, these are all great suggestions, it would make gamemodes more standardized.

    Also it would reduce the amount of "screwed" up implementations of SWEPs, etc. into existing gamemodes, since I've seen too many situations where the admin basically adds a SWEP pack onto a DarkRP or Zombie server without the proper implementation to support it.

  2. Post #42
    VENEZOLANO
    Big Bang's Avatar
    August 2006
    3,416 Posts
    Here's an idea I just got, addon dependencies. If gamemodes are going to be sent through the Workshop, then perhaps you could have a list of required addons you need for that gamemode, instead of having people download a gamemode with a bunch of content they may already have.
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  3. Post #43
    Gold Member
    trotskygrad's Avatar
    June 2011
    8,509 Posts
    Here's an idea I just got, addon dependencies. If gamemodes are going to be sent through the Workshop, then perhaps you could have a list of required addons you need for that gamemode, instead of having people download a gamemode with a bunch of content they may already have.
    I think that was the point of what they said earlier about "addons for gamemodes"

  4. Post #44
    Ask me about my ex-boyfriend being raided by the FBI
    Nerdeboy's Avatar
    August 2009
    1,862 Posts
    Improved content management. Allow clients to download maps from the content folders rather than forcing server operators to move them around.

  5. Post #45
    diaoyudao shi ZHONGGUO de
    Disseminate's Avatar
    December 2007
    4,046 Posts
    Oh, also, making the lua cache seperate from the FastDL, but you've probably had that requested thousands of times
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  6. Post #46
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,590 Posts
    Oh, also, making the lua cache seperate from the FastDL, but you've probably had that requested thousands of times
    this really should be done, it's a pain in the ass to upload each cache manually (especially with fretta based servers)
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  7. Post #47
    Oh, also, making the lua cache seperate from the FastDL, but you've probably had that requested thousands of times
    This. Please.
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  8. Post #48
    aurum481's Avatar
    November 2008
    2,428 Posts
    Single player gamemodes = advanced npc (zombie) battles

  9. Post #49
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    Make gamemode_reload_cl work when you start a multiplayer server for testing your gamemode.
    So far it only works in singleplayer.

    What I like about developing in Lua is how fast you're able to reload everything. The gamemode_reload command took away the pain of having to wait for the level to restart.

    When I was working on source mods before Garry's Mod, what I found very helpful in source mods was the ability to create GUI easily. What Garry's Mod needs is a derma designer, an updated version. I use the current derma designer to get proper margins and padding, as well as sizes, but it won't be compatible soon with the new Garry's Mod update. Please make some sort of derma designer.
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  10. Post #50
    Pycские Идиот
    LauScript's Avatar
    June 2010
    2,529 Posts
    idk if it's just me but whenever i'm working with npcs it seems like it could be a lot simpler? like just making a npc move somewhere seems kind of dumb. in a nutshell, just a little more easier functionality with npcs, moving them, making them do certain tasks with a single function instead of having to set their relationships and all that.

    i think it'd help singleplayer gamemodes( easier to manipulate ai = a lot more story gamemodes? ), idk.

    yeah and a maybe like Derma Designer inside the main menu would be cool, i agree with you hentie.
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  11. Post #51
    werewolf0020's Avatar
    October 2009
    5,698 Posts
    Make gamemode_reload_cl work when you start a multiplayer server for testing your gamemode.
    So far it only works in singleplayer.

    What I like about developing in Lua is how fast you're able to reload everything. The gamemode_reload command took away the pain of having to wait for the level to restart.

    When I was working on source mods before Garry's Mod, what I found very helpful in source mods was the ability to create GUI easily. What Garry's Mod needs is a derma designer, an updated version. I use the current derma designer to get proper margins and padding, as well as sizes, but it won't be compatible soon with the new Garry's Mod update. Please make some sort of derma designer.
    Listen to hentie NOW
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  12. Post #52
    Gold Banana
    Banana Lord.'s Avatar
    May 2010
    6,590 Posts
    -snip wrong thread-

  13. Post #53
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    It's also not uncommon for me to have to change to sandbox to find a model that I want to use.

    Would be great if there was an online database hosting all the spawn icon images for models and being able to click on the spawn icons and having their model name copied into the clipboard.
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  14. Post #54
    Gold Member

    April 2011
    132 Posts
    I was really hoping you could make a storyline for GMod. It would be great to be on an airplane and be able to actually play GMod, not just build. I would also love to see if you could make a great roleplay gamemode for multiplayer. Maybe a personal project that you would keep updating. "Official GMod Roleplay"? Never know, just an idea.
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  15. Post #55
    StealthPaw
    101kl's Avatar
    March 2008
    492 Posts
    I was really hoping you could make a storyline for GMod. It would be great to be on an airplane and be able to actually play GMod, not just build. I would also love to see if you could make a great roleplay gamemode for multiplayer. Maybe a personal project that you would keep updating. "Official GMod Roleplay"? Never know, just an idea.
    Wow thats just... errhh...

    In other news; Please include the MYSQL Module with the Gmod13 roll out.
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  16. Post #56
    taste the salty dong
    Remscar's Avatar
    September 2009
    1,822 Posts
    Native encryption for gamemodes.
    Developer makes gamemode, runs all the gamemode lua files through a special tool that comes with garrysmod (or a tool inside of garrysmod), encyrpts all the lua files in a way so only Garrysmod can load and use it.
    Optional of course, but garrysmod is able to detect that its encrypted and is able to decrypt it and run it with a key (one that is given to the developer when it is encrypted). The contents of the gamemode files can never be exported to plaintext once decrypted, only ran.


    Navmeshes or some new and awesome AI control system (not nodes)
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  17. Post #57
    Gold Member
    Dorkslayz's Avatar
    September 2009
    1,667 Posts
    Native encryption for gamemodes.
    Developer makes gamemode, runs all the gamemode lua files through a special tool that comes with garrysmod (or a tool inside of garrysmod), encyrpts all the lua files in a way so only Garrysmod can load and use it.
    Optional of course, but garrysmod is able to detect that its encrypted and is able to decrypt it and run it with a key (one that is given to the developer when it is encrypted). The contents of the gamemode files can never be exported to plaintext once decrypted, only ran.


    Navmeshes or some new and awesome AI control system (not nodes)
    I'de like to see this, or a hash which the developer can use to decrypt it and update it etc.

  18. Post #58
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    Native encryption for gamemodes.
    What would be the point?
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  19. Post #59
    Jaykin' Bacon: Episode Three
    Jimbomcb's Avatar
    February 2005
    22,965 Posts
    Navmeshes or some new and awesome AI control system (not nodes)
    this would be pretty awesome. shouldn't be overly difficult, I managed to implement custom navmeshes and it works flawlessly in a source mod, reads a list of custom values from an external file and rebuilds the ain if necessary. would allow for some pretty cool stuff without having to mess with maps if you don't have the vmf available.
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  20. Post #60
    pennerlord's Avatar
    February 2011
    503 Posts
    What would be the point?
    I think he wants to hide the source code from other people which is dumb, because then he should not even release his gamemode.
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  21. Post #61
    KatNotDinner's Avatar
    June 2011
    792 Posts
    I think he wants to hide the source code from other people which is dumb, because then he should not even release his gamemode.
    This is a great idea. I prefer making the gamemode modable with plugins but still stick to the core (more like all of the original code) of it rather than having ANOTHER DarkRP edit. It's much better as it will stop 12 year olds claim some shitty edit as their gamemode. Also leaking gamemodes won't be a great idea anymore as you will have to run 1:1 copy of the server's leaked gamemode and there will probably be backdoors for people like you so that you won't steal the player base off a server. It will be a great thing for me.
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  22. Post #62
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    No, it's a terrible idea because it lets people put exploits in their code without anyone being able to see them with no actual benifits other than "I don't want anyone to mess with my stuff because I AM A PERFECT CODER WHO GETS EVERYTHING RIGHT THE FIRST TIME AND NO ONE MAY EVEN SLGIHTLY MIOFIY MY MAAZING SYJSEMS!!!"

    Who cares if a 12 year old says their thing is your thing? It's clearly not, and the only people that would believe them would be the other 12 year olds they are friends with. If it becomes a problem, simply cease and desist their hosting company(s). (Assuming you licence your code before releasing it. Try The ZLib Licence)
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  23. Post #63
    DylanWilson's Avatar
    January 2010
    272 Posts
    Make hacking harder because we all spend too much time worrying about security to think of cool ideas.
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  24. Post #64
    No, it's a terrible idea because it lets people put exploits in their code without anyone being able to see them with no actual benifits other than "I don't want anyone to mess with my stuff because I AM A PERFECT CODER WHO GETS EVERYTHING RIGHT THE FIRST TIME AND NO ONE MAY EVEN SLGIHTLY MIOFIY MY MAAZING SYJSEMS!!!"

    Who cares if a 12 year old says their thing is your thing? It's clearly not, and the only people that would believe them would be the other 12 year olds they are friends with. If it becomes a problem, simply cease and desist their hosting company(s). (Assuming you licence your code before releasing it. Try The ZLib Licence)
    By providing the ability to hide your source code, whilst still providing an option to not, you appeal to both audiences. I don't see why you'd possibly be against that. I get that you have your open-source ideology, but not everybody shares it.

    I think he wants to hide the source code from other people which is dumb, because then he should not even release his gamemode.
    And this same principle applies to commercial games, I assume? Should they not release their game if the source is closed-source? No. That is what's dumb.

    This debate could go on forever, but instead of that, why don't we just appeal to both?
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  25. Post #65
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    By providing the ability to hide your source code, whilst still providing an option to not, you appeal to both audiences. I don't see why you'd possibly be against that. I get that you have your open-source ideology, but not everybody shares it.
    While I respect your wish to blackbox your investment from prying eyes, I still contend that the very large scope for potential abuse in this community (in it's loosest meaning) of hotheads, kids and idiots all gleefully happy to fuck with each other as much as possible far far outweighs the dubious benefits that it provides.
    After all, Lua is an interpreted language. The encrypted lump has to be decrypted on the user's computer, which means that any suitably determined person will be able to access your sourcecode, either by figuring out the encryption method and creating a cracker or simply by debugging the game and scooping the innocent code out of their memory when the game attempts to run it.
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  26. Post #66
    Gold Member
    ralle105's Avatar
    October 2005
    4,644 Posts
    While I respect your wish to blackbox your investment from prying eyes, I still contend that the very large scope for potential abuse in this community (in it's loosest meaning) of hotheads, kids and idiots all gleefully happy to fuck with each other as much as possible far far outweighs the dubious benefits that it provides.
    After all, Lua is an interpreted language. The encrypted lump has to be decrypted on the user's computer, which means that any suitably determined person will be able to access your sourcecode, either by figuring out the encryption method and creating a cracker or simply by debugging the game and scooping the innocent code out of their memory when the game attempts to run it.
    If the goal is to hide the code from the end user it'd be compiled.

  27. Post #67
    Gold Member
    Lexic's Avatar
    March 2009
    6,123 Posts
    If the goal is to hide the code from the end user it'd be compiled.
    afaik Lua bytecode can be decompiled back into normal lua quite easily.
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  28. Post #68
    While I respect your wish to blackbox your investment from prying eyes, I still contend that the very large scope for potential abuse in this community (in it's loosest meaning) of hotheads, kids and idiots all gleefully happy to fuck with each other as much as possible far far outweighs the dubious benefits that it provides.

    After all, Lua is an interpreted language. The encrypted lump has to be decrypted on the user's computer, which means that any suitably determined person will be able to access your sourcecode, either by figuring out the encryption method and creating a cracker or simply by debugging the game and scooping the innocent code out of their memory when the game attempts to run it.
    This has nothing to do with myself. I have no desire to encrypt the source of my gamemodes, but others might. I'm just thinking considerately. Secondly, there's a large scope for potential abuse in the entire programming community. When you download a new application, you trust that it doesn't contain any exploits. Why do you do this? A common reason is that you trust the source, this is the same principle that should be applied here. Don't download from sources you don't trust.

    Finally, any system can be deciphered by the right person, but it doesn't mean you shouldn't at least try. It's like saying: just allow murder, because people are gonna do it anyway. The idea of making murder against the law, is to prevent as many murders as possible, not to prevent all murders.
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  29. Post #69
    Gold Member
    ralle105's Avatar
    October 2005
    4,644 Posts
    afaik Lua bytecode can be decompiled back into normal lua quite easily.
    If you strip the debug info you won't get any of the original variable names which outta cause most people to give up.

  30. Post #70
    Gold Member
    Hentie's Avatar
    May 2010
    2,129 Posts
    If you really want to close off your source, then host your own server.
    Obfuscate your client code.
    Server code is never sent to the client, so you can't worry about people stealing from you.
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  31. Post #71

    August 2011
    13 Posts
    Perhaps making the option to install all the current gamemodes in one update so I dont have to wait 30mins-2hours for them to download.

  32. Post #72
    Gold Member
    superstepa's Avatar
    June 2009
    8,940 Posts
    Disabling the addons during certain gamemodes would be quite a feature
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  33. Post #73
    Conna is finally become inter-national dick. Conna 애미뒤진 씹새끼^^
    rebel1324's Avatar
    December 2008
    1,735 Posts
    Disabling the addons during certain gamemodes would be quite a feature
    That is your work dude.

  34. Post #74
    Gold Member
    superstepa's Avatar
    June 2009
    8,940 Posts
    That is your work dude.
    If I want to quickly host a listen Fretta server with friends I wouldn't want all that 713476 addons I have to be loaded and closing gmod for just removing addons can be quite annoying and time taking

  35. Post #75
    Gold Member
    Th13teen's Avatar
    July 2011
    192 Posts
    http://www.facepunch.com/threads/1161495

    This would be useful, Means the gamemodes can actually have melee sweps that work like the crowbar.

    Also being able to edit / add items to the menu would be nice while you're ingame.

  36. Post #76
    ExplosiveCheese's Avatar
    June 2010
    1,593 Posts
    Ship SpaceBuild and ZombieSurvival with Garry's mod.
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  37. Post #77
    Gold Member
    Looter's Avatar
    July 2005
    550 Posts
    Some more shader stuff would be awesome as someone mentioned earlier. Gamemodes having access to the menu environment or something is a cool idea too.

  38. Post #78
    SHADERS
    Legend286's Avatar
    October 2008
    10,024 Posts
    Some more shader stuff would be awesome as someone mentioned earlier. Gamemodes having access to the menu environment or something is a cool idea too.
    Exposing the shader stuff to lua would be useful, could probably even make it possible to compile from text files, but it'd need a special type of shader dll & some other stuff to allow this to actually work.
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  39. Post #79
    Gold Member
    Looter's Avatar
    July 2005
    550 Posts
    Exposing the shader stuff to lua would be useful, could probably even make it possible to compile from text files, but it'd need a special type of shader dll & some other stuff to allow this to actually work.
    It would definitely be some work but I think the payoff would be worth it in the end, maybe this is something best left for post gmod13 due to the time frame. Here is a cool semi-related video of someone recreating a bf3-like lens flare with HLSL (bloom alert)

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  40. Post #80
    pennerlord's Avatar
    February 2011
    503 Posts
    Garry could try to add this to GMod.

    Edited:

    Didn't saw Looter's post. It's the same editor.
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